EntityBase.cs 4.7 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Runtime.Serialization;
  29. using System.Security.Permissions;
  30. using OpenSim.Framework;
  31. using OpenMetaverse;
  32. namespace OpenSim.Region.Framework.Scenes
  33. {
  34. public abstract class EntityBase : ISceneEntity
  35. {
  36. /// <summary>
  37. /// The scene to which this entity belongs
  38. /// </summary>
  39. public Scene Scene
  40. {
  41. get { return m_scene; }
  42. }
  43. protected Scene m_scene;
  44. protected UUID m_uuid;
  45. public virtual UUID UUID
  46. {
  47. get { return m_uuid; }
  48. set { m_uuid = value; }
  49. }
  50. protected string m_name;
  51. /// <summary>
  52. /// The name of this entity
  53. /// </summary>
  54. public virtual string Name
  55. {
  56. get { return m_name; }
  57. set { m_name = value; }
  58. }
  59. /// <summary>
  60. /// Signals whether this entity was in a scene but has since been removed from it.
  61. /// </summary>
  62. public bool IsDeleted { get; protected internal set; }
  63. protected Vector3 m_pos;
  64. /// <summary>
  65. ///
  66. /// </summary>
  67. public virtual Vector3 AbsolutePosition
  68. {
  69. get { return m_pos; }
  70. set { m_pos = value; }
  71. }
  72. protected Vector3 m_velocity;
  73. protected Vector3 m_rotationalvelocity;
  74. /// <summary>
  75. /// Current velocity of the entity.
  76. /// </summary>
  77. public virtual Vector3 Velocity
  78. {
  79. get { return m_velocity; }
  80. set { m_velocity = value; }
  81. }
  82. protected uint m_localId;
  83. public virtual uint LocalId
  84. {
  85. get { return m_localId; }
  86. set { m_localId = value; }
  87. }
  88. /// <summary>
  89. /// Creates a new Entity (should not occur on it's own)
  90. /// </summary>
  91. public EntityBase()
  92. {
  93. m_name = "(basic entity)";
  94. }
  95. /// <summary>
  96. ///
  97. /// </summary>
  98. public abstract void UpdateMovement();
  99. /// <summary>
  100. /// Performs any updates that need to be done at each frame, as opposed to immediately.
  101. /// These included scheduled updates and updates that occur due to physics processing.
  102. /// </summary>
  103. public abstract void Update();
  104. /// <summary>
  105. /// Copies the entity
  106. /// </summary>
  107. /// <returns></returns>
  108. public virtual EntityBase Copy()
  109. {
  110. return (EntityBase) MemberwiseClone();
  111. }
  112. }
  113. //Nested Classes
  114. public class EntityIntersection
  115. {
  116. public Vector3 ipoint = new Vector3(0, 0, 0);
  117. public Vector3 normal = new Vector3(0, 0, 0);
  118. public Vector3 AAfaceNormal = new Vector3(0, 0, 0);
  119. public int face = -1;
  120. public bool HitTF = false;
  121. public SceneObjectPart obj;
  122. public float distance = 0;
  123. public EntityIntersection()
  124. {
  125. }
  126. public EntityIntersection(Vector3 _ipoint, Vector3 _normal, bool _HitTF)
  127. {
  128. ipoint = _ipoint;
  129. normal = _normal;
  130. HitTF = _HitTF;
  131. }
  132. }
  133. }